Boundless tesseract

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Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
boundless tesseract IBoundless tesseract.png
HP 138-280
HD 30
XP 1000
Speed 10 (stationary)
AC 10
EV 1
Will Immune



Resistances rPois+++
rDrown
rMiasma
rN+++
rTorm
rSticky
Vulnerabilities None
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Non-living
Size Large
Type boundless tesseract, boundless tesseract
Flags Regenerates
See invisible
Insubstantial
An impossible shape that scintillates with unearthly colour. The power of Zot flows heavily through it, overlaying this reality with countless others where its domain remains pristine.

Each tesseract is inextricably linked to the other, and destroying one will destroy both (and expel many of the creatures they have beckoned to this reality). But so long as they are allowed to exist, there will be no end to the forces which seek to keep you from the Orb..

Useful Info

Boundless tesseracts are a pair of unique enemy-spawning statues in the chambers of the Orb of Zot, with one placed in either half of the Zot:5 vault.

They wake up immediately when you kill any X Orb Guardian.png Orb Guardian on the floor, and will then slowly spawn out-of-depth monsters anywhere on the level, out of the player's line of sight. Destroying one will destroy both and stop any further spawns.

Once activated, both tesseracts' locations are revealed to the player, and the player will get the color-coded Tesseract status.

Spawning mechanics

The spawning starts out in a somewhat quick and randomized fashion, and it will slow down linearly to a fixed 1 every 50 turns after making 15 monsters. The total number of tesseract spawns are capped at 60 present on Zot:5 at a time.

After 80 spawns are made (requiring the player to both kill a decent number of enemies and taking thousands of turns on the floor) the Tesseract status becomes purple, and new spawns now have a 25% chance to spawn in sight.

Tesseracts will continue to spawn monsters even if you leave Zot:5 (up to 500 turns of off-level time are counted). This means resting on Zot:4 doesn't help much, and stair dancing is punished, but leaving to do another branch is still feasible.

Each tesseract spawn subtracts from a initial 15000 XP. After emptying this pool, new tesseract spawns will be marked as unrewarding and provide no experience. Killing a tesseract both rewards any of the remaining experience in their pool and removes all unrewarding monsters made by those tesseracts. Tesseracts don't have any resists outside of those provided by being nonliving, though they do also have very high regeneration: a quite notable +10 HP per turn.

Spells

Spell set I
Slot1 Planar Overlay Magical flag

Tips & Tricks

  • Once tesseracts wake up, don't panic. Each spawn can appear anywhere on the level as long as it's not in sight, so they are unlikely to individually chase you down and interrupt destroying a tesseract- especially if you avoid alarm traps and don't make much noise.
  • You can afford to use most of your potions and god abilities - there's very little else left to a regular 3-rune game past Zot:5.
  • Gearing up for HP regeneration and/or MP regeneration will significantly reduce the time it takes to rest while tesseracts are active. Likewise, using various invocations like Channel Magic, Trog's Hand, or Heal Self even when monsters aren't present can save one or two spawns at a time, which can be worth trading piety for depending on the rest of a given character's strength.
  • Tesseracts have a corner placement and significant regeneration, making it somewhat impractical to destroy them as soon as they wake up, but their completely indirect means of threatening the player means most characters who can make it to Zot:5 can safely destroy one once few other monsters are present.
  • Tesseracts cannot generate base draconians, moths of wrath, or ancient and dread liches. As such, berserk orb guardians and lich paralysis, large threats to most players in Zot:5, are both reduced threats in the randomized tesseract spawns. The absence of bands also significantly reduces the threat of nonbase draconians, who otherwise come in groups.
  • Their Planar Overlay spell isn't actually cast normally, and just provides an in-game explanation of their behaviour- antimagic will have zero effect on their spawning rate.
  • Beware that the monsters can spawn behind you, potentially in your retreat path.

Trivia

Tesseracts are four-dimensional objects, tying into their description's portal flavour- their tiles are named `planar_tesseract` in the code.

History

  • In 0.34, Boundless tesseracts will be added. They are intended to deal with luring strategies (more specifically, shouting repeatedly in the same place for hundreds of turns) in Zot:5 - luring had became safer with the removal of monster spawns over time in 0.21 and the removal of hunger in 0.26. To compensate, Zot:5 will have 4 natural random spawns removed.